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<!DOCTYPE html>
<html>
  <head>
<meta charset="utf-8">
    <title>WebGL Enable Vertex Attrib Test</title>
    <link rel="stylesheet" href="../../resources/js-test-style.css"/>
    <script src="../../resources/js-test-pre.js"></script>
    <script src="../resources/webgl-test.js"> </script>
    <script src="../resources/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="50" height="50">
</canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
    attribute vec4 vPosition;
    void main()
    {
        gl_Position = vPosition;
    }
</script>

<script id="fshader" type="x-shader/x-fragment">
    void main()
    {
        gl_FragColor = vec4(1.0,0.0,0.0,1.0);
    }
</script>

<script>
"use strict";
description("tests that turning on attribs that have no buffer bound fails to draw");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);

var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

gl.enableVertexAttribArray(3);
glErrorShouldBe(gl, gl.NO_ERROR);

gl.drawArrays(gl.TRIANGLES, 0, 3);
glErrorShouldBe(gl, gl.INVALID_OPERATION);

var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>

</body>
</html>

